
/****************************************
 * 指令菜单 (选择 物品 或 装备  的菜单)
 ****************************************/

function Scene_SystemCommand() {
    this.initialize.apply(this, arguments);
}

Scene_SystemCommand.prototype = Object.create(Scene_Menu.prototype);
Scene_SystemCommand.prototype.constructor = Scene_SystemCommand;


Scene_SystemCommand.prototype.createStatusWindow = function () {
    this._statusWindow = new Window_MenuStatus(0, 0);
    this._statusWindow.x = (Graphics.boxWidth - 660) / 2;			//居中
    this._statusWindow.y = Graphics.boxHeight - 265;
    //this._statusWindow.reserveFaceImages();
    this.addWindow(this._statusWindow);
};

Scene_SystemCommand.prototype.createGoldWindow = function () {
    this._goldWindow = new Window_Gold(0, 0);
    this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width - 64;
    this._goldWindow.y = 40;

    this.addWindow(this._goldWindow);
};


// 菜单命令窗口
Scene_SystemCommand.prototype.createCommandWindow = function () {
    this._commandWindow = new SWDA_Window_SystemMenuCommand(0, 0);
    this._commandWindow.setHandler('options', this.commandOptions.bind(this));
    this._commandWindow.setHandler('quest', this.commandQuest.bind(this));
    this._commandWindow.setHandler('enemies', this.commandEnemies.bind(this));
    this._commandWindow.setHandler('cancel', this.popScene.bind(this));
    this.addWindow(this._commandWindow);
};

Scene_SystemCommand.prototype.commandQuest = function() {
    SceneManager.push(Scene_Quest);
};

Scene_SystemCommand.prototype.commandOptions = function() {
    SceneManager.push(Scene_Options);
};

Scene_SystemCommand.prototype.commandEnemies = function() {
    SceneManager.push(Scene_EnemyBook);
};

window.Scene_SystemCommand = Scene_SystemCommand;
